// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h

#include "IrrCompileConfig.h"
#include "IBurningShader.h"

#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_

// compile flag for this file
#undef USE_ZBUFFER
#undef IPOL_Z
#undef CMP_Z
#undef WRITE_Z

#undef IPOL_W
#undef CMP_W
#undef WRITE_W

#undef SUBTEXEL
#undef INVERSE_W

#undef IPOL_C0
#undef IPOL_T0
#undef IPOL_T1

// define render case
#ifdef BURNINGVIDEO_RENDERER_FAST
#define SUBTEXEL
#define INVERSE_W
#else
#define SUBTEXEL
#define INVERSE_W
#endif

//#define USE_ZBUFFER
#define IPOL_W
//#define CMP_W
//#define WRITE_W

//#define IPOL_C0
#define IPOL_T0
//#define IPOL_T1

#if BURNING_MATERIAL_MAX_COLORS < 1
#undef IPOL_C0
#endif

// apply global override
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef INVERSE_W
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef IPOL_W
#endif
#endif

#ifndef SOFTWARE_DRIVER_2_SUBTEXEL
#undef SUBTEXEL
#endif

#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
#define IPOL_Z

#ifdef CMP_W
#undef CMP_W
#define CMP_Z
#endif

#ifdef WRITE_W
#undef WRITE_W
#define WRITE_Z
#endif

#endif

burning_namespace_start

class CTRTextureGouraudNoZ2 : public IBurningShader
{
public:

	//! constructor
	CTRTextureGouraudNoZ2(CBurningVideoDriver* driver);

	//! draws an indexed triangle list
	virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) IRR_OVERRIDE;
	virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) IRR_OVERRIDE;

	virtual bool canWireFrame() IRR_OVERRIDE { return true; }

private:

	// fragment shader
	typedef void (CTRTextureGouraudNoZ2::* tFragmentShader) ();
	void fragment_linear();
	void fragment_nearest();

	tFragmentShader fragmentShader;
};

//! constructor
CTRTextureGouraudNoZ2::CTRTextureGouraudNoZ2(CBurningVideoDriver* driver)
	: IBurningShader(driver,EMT_SOLID)
{
#ifdef _DEBUG
	setDebugName("CTRTextureGouraudNoZ2");
#endif

	fragmentShader = &CTRTextureGouraudNoZ2::fragment_linear;
}

/*!
*/
void CTRTextureGouraudNoZ2::OnSetMaterialBurning(const SBurningShaderMaterial& material)
{

	if (material.org.TextureLayer[0].BilinearFilter ||
		material.org.TextureLayer[0].TrilinearFilter ||
		material.org.TextureLayer[0].AnisotropicFilter
		)
	{
		fragmentShader = &CTRTextureGouraudNoZ2::fragment_linear;
	}
	else
	{
		fragmentShader = &CTRTextureGouraudNoZ2::fragment_nearest;
	}

}

/*!
*/
void CTRTextureGouraudNoZ2::fragment_linear()
{
	tVideoSample* dst;

#ifdef USE_ZBUFFER
	fp24* z;
#endif

	s32 xStart;
	s32 xEnd;
	s32 dx;


#ifdef SUBTEXEL
	f32 subPixel;
#endif

#ifdef IPOL_Z
	f32 slopeZ;
#endif
#ifdef IPOL_W
	fp24 slopeW;
#endif
#ifdef IPOL_C0
	sVec4 slopeC;
#endif
#ifdef IPOL_T0
	sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif

	// apply top-left fill-convention, left
	xStart = fill_convention_left(line.x[0]);
	xEnd = fill_convention_right(line.x[1]);

	dx = xEnd - xStart;
	if (dx < 0)
		return;

	// slopes
	const f32 invDeltaX = fill_step_x(line.x[1] - line.x[0]);

#ifdef IPOL_Z
	slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
	slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
	slopeC = (line.c[1] - line.c[0]) * invDeltaX;
#endif
#ifdef IPOL_T0
	slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
	slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif

#ifdef SUBTEXEL
	subPixel = ((f32) xStart) - line.x[0];
#ifdef IPOL_Z
	line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
	line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
	line.c[0] += slopeC * subPixel;
#endif
#ifdef IPOL_T0
	line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
	line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif

	SOFTWARE_DRIVER_2_CLIPCHECK;
	dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;

#ifdef USE_ZBUFFER
	z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
#endif


	f32 inversew = FIX_POINT_F32_MUL;

	tFixPoint tx0;
	tFixPoint ty0;
	tFixPoint r0, g0, b0;

	for (s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
	{
		//if test active only first pixel
		if ((0 == EdgeTestPass) & (i > line.x_edgetest)) break;

#ifdef CMP_Z
		if (line.z[0] < z[i])
#endif
#ifdef CMP_W
			if (line.w[0] >= z[i])
#endif
			if_scissor_test_x
			{
	#ifdef INVERSE_W
				inversew = fix_inverse32(line.w[0]);
	#endif
				tx0 = tofix(line.t[0][0].x,inversew);
				ty0 = tofix(line.t[0][0].y,inversew);
				//skybox
				//dst[i] = getTexel_plain ( &IT[0], tx0, ty0 );

				getSample_texture(r0, g0, b0, IT + 0, tx0, ty0);
				dst[i] = fix_to_sample(r0, g0, b0);

	#ifdef WRITE_Z
				z[i] = line.z[0];
	#endif
	#ifdef WRITE_W
				z[i] = line.w[0];
	#endif
			}

#ifdef IPOL_Z
		line.z[0] += slopeZ;
#endif
#ifdef IPOL_W
		line.w[0] += slopeW;
#endif
#ifdef IPOL_C0
		line.c[0] += slopeC;
#endif
#ifdef IPOL_T0
		line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_T1
		line.t[1][0] += slopeT[1];
#endif
	}

}

/*!
*/
void CTRTextureGouraudNoZ2::fragment_nearest()
{
	tVideoSample* dst;

#ifdef USE_ZBUFFER
	fp24* z;
#endif

	s32 xStart;
	s32 xEnd;
	s32 dx;


#ifdef SUBTEXEL
	f32 subPixel;
#endif

#ifdef IPOL_Z
	f32 slopeZ;
#endif
#ifdef IPOL_W
	fp24 slopeW;
#endif
#ifdef IPOL_C0
	sVec4 slopeC;
#endif
#ifdef IPOL_T0
	sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif

	// apply top-left fill-convention, left
	xStart = fill_convention_left(line.x[0]);
	xEnd = fill_convention_right(line.x[1]);

	dx = xEnd - xStart;
	if (dx < 0)
		return;

	// slopes
	const f32 invDeltaX = fill_step_x(line.x[1] - line.x[0]);

#ifdef IPOL_Z
	slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
	slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
	slopeC = (line.c[1] - line.c[0]) * invDeltaX;
#endif
#ifdef IPOL_T0
	slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
	slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif

#ifdef SUBTEXEL
	subPixel = ((f32)xStart) - line.x[0];
#ifdef IPOL_Z
	line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
	line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
	line.c[0] += slopeC * subPixel;
#endif
#ifdef IPOL_T0
	line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
	line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif

	SOFTWARE_DRIVER_2_CLIPCHECK;
	dst = (tVideoSample*)RenderTarget->getData() + (line.y * RenderTarget->getDimension().Width) + xStart;

#ifdef USE_ZBUFFER
	z = (fp24*)DepthBuffer->lock() + (line.y * RenderTarget->getDimension().Width) + xStart;
#endif


	f32 inversew = FIX_POINT_F32_MUL;

	tFixPoint tx0;
	tFixPoint ty0;
	//tFixPoint r0, g0, b0;

	for (s32 i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
	{
#ifdef CMP_Z
		if (line.z[0] < z[i])
#endif
#ifdef CMP_W
			if (line.w[0] >= z[i])
#endif
				//scissor_test_x
			{
#ifdef INVERSE_W
				inversew = fix_inverse32(line.w[0]);
#endif
				tx0 = tofix(line.t[0][0].x, inversew);
				ty0 = tofix(line.t[0][0].y, inversew);
				//skybox
				dst[i] = getTexel_plain(&IT[0], tx0, ty0);

				//getSample_texture ( r0, g0, b0, IT+0, tx0, ty0 );
				//dst[i] = fix_to_sample( r0, g0, b0 );

#ifdef WRITE_Z
				z[i] = line.z[0];
#endif
#ifdef WRITE_W
				z[i] = line.w[0];
#endif
			}

#ifdef IPOL_Z
		line.z[0] += slopeZ;
#endif
#ifdef IPOL_W
		line.w[0] += slopeW;
#endif
#ifdef IPOL_C0
		line.c[0] += slopeC;
#endif
#ifdef IPOL_T0
		line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_T1
		line.t[1][0] += slopeT[1];
#endif
	}

}

void CTRTextureGouraudNoZ2::drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c)
{
	// sort on height, y
	if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);
	if (F32_A_GREATER_B(b->Pos.y, c->Pos.y)) swapVertexPointer(&b, &c);
	if (F32_A_GREATER_B(a->Pos.y, b->Pos.y)) swapVertexPointer(&a, &b);

	const f32 ca = c->Pos.y - a->Pos.y;
	const f32 ba = b->Pos.y - a->Pos.y;
	const f32 cb = c->Pos.y - b->Pos.y;

	// calculate delta y of the edges
	scan.invDeltaY[0] = fill_step_y(ca);
	scan.invDeltaY[1] = fill_step_y(ba);
	scan.invDeltaY[2] = fill_step_y(cb);

	if (F32_LOWER_EQUAL_0(scan.invDeltaY[0]))
		return;

	// find if the major edge is left or right aligned
	f32 temp[4];

	temp[0] = a->Pos.x - c->Pos.x;
	temp[1] = -ca;
	temp[2] = b->Pos.x - a->Pos.x;
	temp[3] = ba;

	scan.left = (temp[0] * temp[3] - temp[1] * temp[2]) < 0.f ? 1 : 0;
	scan.right = 1 - scan.left;

	// calculate slopes for the major edge
	scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
	scan.x[0] = a->Pos.x;

#ifdef IPOL_Z
	scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
	scan.z[0] = a->Pos.z;
#endif

#ifdef IPOL_W
	scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
	scan.w[0] = a->Pos.w;
#endif

#ifdef IPOL_C0
	scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
	scan.c[0] = a->Color[0];
#endif

#ifdef IPOL_T0
	scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
	scan.t[0][0] = a->Tex[0];
#endif

#ifdef IPOL_T1
	scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
	scan.t[1][0] = a->Tex[1];
#endif

	// top left fill convention y run
	s32 yStart;
	s32 yEnd;

#ifdef SUBTEXEL
	f32 subPixel;
#endif

	// rasterize upper sub-triangle
	if (F32_GREATER_0(scan.invDeltaY[1]))
	{
		// calculate slopes for top edge
		scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
		scan.x[1] = a->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
		scan.z[1] = a->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
		scan.w[1] = a->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
		scan.c[1] = a->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
		scan.t[0][1] = a->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
		scan.t[1][1] = a->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = fill_convention_top(a->Pos.y);
		yEnd = fill_convention_down(b->Pos.y);

#ifdef SUBTEXEL
		subPixel = ((f32)yStart) - a->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;
#endif

#ifdef IPOL_T0
		scan.t[0][0] += scan.slopeT[0][0] * subPixel;
		scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif

#ifdef IPOL_T1
		scan.t[1][0] += scan.slopeT[1][0] * subPixel;
		scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif

#endif

		// rasterize the edge scanlines
		line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);

		for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t[0][scan.left] = scan.t[0][0];
			line.t[0][scan.right] = scan.t[0][1];
#endif

#ifdef IPOL_T1
			line.t[1][scan.left] = scan.t[1][0];
			line.t[1][scan.right] = scan.t[1][1];
#endif


			// render a scanline
			if_interlace_scanline
			if_scissor_test_y
			(this->*fragmentShader) ();
			if (EdgeTestPass & edge_test_first_line) break;

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t[0][0] += scan.slopeT[0][0];
			scan.t[0][1] += scan.slopeT[0][1];
#endif

#ifdef IPOL_T1
			scan.t[1][0] += scan.slopeT[1][0];
			scan.t[1][1] += scan.slopeT[1][1];
#endif

		}
	}

	// rasterize lower sub-triangle
	if (F32_GREATER_0(scan.invDeltaY[2]))
	{
		// advance to middle point
		if (F32_GREATER_0(scan.invDeltaY[1]))
		{
			temp[0] = b->Pos.y - a->Pos.y;	// dy

			scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
			scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
			scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C0
			scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0];
#endif
#ifdef IPOL_T0
			scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
#endif
#ifdef IPOL_T1
			scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
#endif

		}

		// calculate slopes for bottom edge
		scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
		scan.x[1] = b->Pos.x;

#ifdef IPOL_Z
		scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
		scan.z[1] = b->Pos.z;
#endif

#ifdef IPOL_W
		scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
		scan.w[1] = b->Pos.w;
#endif

#ifdef IPOL_C0
		scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
		scan.c[1] = b->Color[0];
#endif

#ifdef IPOL_T0
		scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
		scan.t[0][1] = b->Tex[0];
#endif

#ifdef IPOL_T1
		scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
		scan.t[1][1] = b->Tex[1];
#endif

		// apply top-left fill convention, top part
		yStart = fill_convention_top(b->Pos.y);
		yEnd = fill_convention_down(c->Pos.y);

#ifdef SUBTEXEL

		subPixel = ((f32)yStart) - b->Pos.y;

		// correct to pixel center
		scan.x[0] += scan.slopeX[0] * subPixel;
		scan.x[1] += scan.slopeX[1] * subPixel;

#ifdef IPOL_Z
		scan.z[0] += scan.slopeZ[0] * subPixel;
		scan.z[1] += scan.slopeZ[1] * subPixel;
#endif

#ifdef IPOL_W
		scan.w[0] += scan.slopeW[0] * subPixel;
		scan.w[1] += scan.slopeW[1] * subPixel;
#endif

#ifdef IPOL_C0
		scan.c[0] += scan.slopeC[0] * subPixel;
		scan.c[1] += scan.slopeC[1] * subPixel;
#endif

#ifdef IPOL_T0
		scan.t[0][0] += scan.slopeT[0][0] * subPixel;
		scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif

#ifdef IPOL_T1
		scan.t[1][0] += scan.slopeT[1][0] * subPixel;
		scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif

#endif

		// rasterize the edge scanlines
		line.x_edgetest = fill_convention_edge(scan.slopeX[scan.left]);

		for (line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
		{
			line.x[scan.left] = scan.x[0];
			line.x[scan.right] = scan.x[1];

#ifdef IPOL_Z
			line.z[scan.left] = scan.z[0];
			line.z[scan.right] = scan.z[1];
#endif

#ifdef IPOL_W
			line.w[scan.left] = scan.w[0];
			line.w[scan.right] = scan.w[1];
#endif

#ifdef IPOL_C0
			line.c[scan.left] = scan.c[0];
			line.c[scan.right] = scan.c[1];
#endif

#ifdef IPOL_T0
			line.t[0][scan.left] = scan.t[0][0];
			line.t[0][scan.right] = scan.t[0][1];
#endif

#ifdef IPOL_T1
			line.t[1][scan.left] = scan.t[1][0];
			line.t[1][scan.right] = scan.t[1][1];
#endif

			// render a scanline
			if_interlace_scanline
			if_scissor_test_y
			(this->*fragmentShader) ();
			if (EdgeTestPass & edge_test_first_line) break;

			scan.x[0] += scan.slopeX[0];
			scan.x[1] += scan.slopeX[1];

#ifdef IPOL_Z
			scan.z[0] += scan.slopeZ[0];
			scan.z[1] += scan.slopeZ[1];
#endif

#ifdef IPOL_W
			scan.w[0] += scan.slopeW[0];
			scan.w[1] += scan.slopeW[1];
#endif

#ifdef IPOL_C0
			scan.c[0] += scan.slopeC[0];
			scan.c[1] += scan.slopeC[1];
#endif

#ifdef IPOL_T0
			scan.t[0][0] += scan.slopeT[0][0];
			scan.t[0][1] += scan.slopeT[0][1];
#endif

#ifdef IPOL_T1
			scan.t[1][0] += scan.slopeT[1][0];
			scan.t[1][1] += scan.slopeT[1][1];
#endif

		}
	}

}


burning_namespace_end

#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_

burning_namespace_start

//! creates a flat triangle renderer
IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver)
{
	// ETR_TEXTURE_GOURAUD_NOZ
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
	return new CTRTextureGouraudNoZ2(driver);
#else
	return 0;
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
}

burning_namespace_end
